using System.Collections.Generic;
using Kayac;
using UnityEngine;

public class EyeController : MonoBehaviour
{
	private class EyeLid
	{
		private Mesh mesh;

		private List<Vector3> vertices;

		private List<Vector2> uvs;

		private List<ushort> indices;

		private MeshFilter meshFilter;

		private int meshDivision;

		private float lastOpenAngleWidth;

		private float lastOpenAngleOrigin;

		public Mesh Mesh => null;

		public EyeLid(int meshDivision, MeshFilter meshFilter)
		{
		}

		public void UpdateMesh(float openAngleWidth, float openAngleOrigin)
		{
		}

		private void AddTriangle(int i0, int i1, int i2)
		{
		}

		private void AddQuad(int i0, int i1, int i2, int i3)
		{
		}
	}

	[SerializeField]
	private int eyeLidMeshDivision;

	[SerializeField]
	private float eyeLidOpenAngleBottom;

	[SerializeField]
	private float eyeLidOpenAngleTop;

	[SerializeField]
	private float blinkFrequency;

	[SerializeField]
	private float blinkSpeed;

	[SerializeField]
	private Rigidbody eyeBall;

	[SerializeField]
	private MeshFilter eyeLidMeshFilter;

	[SerializeField]
	private Renderer eyeLidRenderer;

	[SerializeField]
	private PidSettings eyeBallPidSettings;

	[SerializeField]
	private Transform iris;

	private PidControllerRotation eyeBallPid;

	private EyeLid eyeLid;

	private bool closing;

	private float eyeLidOpenAngleTopCurrent;

	private EyeController mainEye;

	private Vector3 initialIrisScale;

	private Vector3? fixedRelativeTarget;

	public Mesh EyeLidMesh => null;

	public float EyeLidOpenAngleTop => 0f;

	public float EyeLidOpenAngleBottom => 0f;

	public void ManualStart(EyeController mainEye)
	{
	}

	public void SetIrisScale(float scale)
	{
	}

	public void SetBlinkFrequency(float value)
	{
	}

	public void SetFixedRelativeTarget(Vector3 target)
	{
	}

	public void ResetFixedRelativeTarget()
	{
	}

	public void OpenImmediately()
	{
	}

	public void SetEyeLidOpenAngles(float top, float bottom)
	{
	}

	public void ReplaceLidMaterial(Material material)
	{
	}

	public void ManualUpdate(float deltaTime)
	{
	}

	public void SetEyeDirectionImmediately(Vector3 relativeDirection)
	{
	}

	public void ManualFixedUpdate(float deltaTime, Vector3 target)
	{
	}
}
